uiItemO(layout, NULL, 0, "MESH_OT_flip_normals");
// uiItemO(layout, "Bevel", 0, "MESH_OT_bevel"); // bevelmenu(em)
uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_smooth");
- uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_solid");
+ uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_flat");
uiItemO(layout, NULL, 0, "MESH_OT_quads_convert_to_tris");
uiItemO(layout, NULL, 0, "MESH_OT_tris_convert_to_quads");
uiItemO(layout, NULL, 0, "MESH_OT_edge_flip");
uiItemO(layout, "Smooth", 0, "MESH_OT_vertices_smooth");
// uiItemO(layout, "Bevel", 0, "MESH_OT_bevel"); // bevelmenu(em)
uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_smooth");
- uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_solid");
+ uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_flat");
//uiItemO(layout, "Blend From Shape", 0, "MESH_OT_blend_from_shape");
//uiItemO(layout, "Propagate to All Shapes", 0, "MESH_OT_shape_propagate_to_all");
uiItemO(layout, "Select Vertex Path", 0, "MESH_OT_select_vertex_path");
WM_operatortype_append(MESH_OT_tris_convert_to_quads);
WM_operatortype_append(MESH_OT_edge_flip);
WM_operatortype_append(MESH_OT_faces_shade_smooth);
- WM_operatortype_append(MESH_OT_faces_shade_solid);
+ WM_operatortype_append(MESH_OT_faces_shade_flat);
WM_operatortype_append(MESH_OT_delete);